40 research outputs found

    On internet of things education

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    In this paper, we discuss educational courses for Internet of Things and related areas such as Machine to Machine communications and Smart Cities. The Internet of Things models introduce many new business prospects and, of course, they should be presented in the university curriculum. The purpose of the discussed educational program is to examine issues related to information and communication technologies used in Internet of Things projects and related areas based on them, such as Smart Cities. The educational course proposed in this paper aims to introduce students to modern information technology, standing for such areas as Machine to Machine communications, Internet of Things, and Smart Cities

    Introducing Classroom Cloudlet : a mobile, tangible, and transparent approach to Internet of Things education

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    Providing a good understanding to children and educators on the Internet of Things (IoT) means to make them aware about where the data goes, how it is stored, and what it is stored on. In this perspective many commercial IoT systems have been shown to be unsuitable for this purpose especially when used in an educational context. They do not create user centric data collection opportunities; many of their IoT sensors that send data offsite to an online cloud create gaps in knowledge; the sensors themselves are not transparent: it's not clear what data they are collecting and how, and they are not easily compatible with school networks. Classroom Cloudlet addresses this issue. This demonstration presents an end-to-end IoT like system that includes a mobile, tangible, and transparent classroom cloudlet. Classroom Cloudlet aims to allow data from multiple devices to be easily shared, collated and analysed without using the Internet, but while still educating students about IoT and cloud concepts. The classroom cloudlet aims to be a physical representation of a cloud in an IoT system; visualise the movement of data around the system; provide a web front-end for students to view and create custom visualisations of their data. Classroom Cloudlet aims to gives the educator and the children full control and ownership of their data

    āļ­āļīāļ™āđ€āļ—āļ­āļĢāđŒāđ€āļ™āđ‡āļ•āđ€āļžāļ·āđˆāļ­āļŠāļĢāļĢāļžāļŠāļīāđˆāļ‡ (Internet of Things) āļāļąāļšāļāļēāļĢāļĻāļķāļāļĐāļē Internet of Things on Education

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    āđāļ™āļ§āļ„āļīāļ”āļŠāļģāļ„āļąāļāļ‚āļ­āļ‡ āļ­āļīāļ™āđ€āļ—āļ­āļĢāđŒāđ€āļ™āđ‡āļ•āđ€āļžāļ·āđˆāļ­āļŠāļĢāļĢāļžāļŠāļīāđˆāļ‡ (Internet of Things) āđ€āļ›āđ‡āļ™āļāļēāļĢāđƒāļŠāđ‰āļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāļˆāļēāļāļ„āļ§āļēāļĄāļāđ‰āļēāļ§āļŦāļ™āđ‰āļēāļ‚āļ­āļ‡āđ€āļ„āļĢāļ·āļ­āļ‚āđˆāļēāļĒāļ­āļīāļ™āđ€āļ—āļ­āļĢāđŒāđ€āļ™āđ‡āļ• āđāļĨāļ°āļāļēāļĢāđ€āļžāļīāđˆāļĄāļ‚āļķāđ‰āļ™āļ‚āļ­āļ‡āļ‚āđ‰āļ­āļĄāļđāļĨāļŠāļēāļĢāļŠāļ™āđ€āļ—āļĻāļˆāļģāļ™āļ§āļ™āļĄāļēāļ (Big Data) āļˆāļēāļāļ­āļļāļ›āļāļĢāļ“āđŒāļŦāļĢāļ·āļ­āļŠāļĢāļĢāļžāļŠāļīāđˆāļ‡āļ•āđˆāļēāļ‡ āđ† āļ—āļĩāđˆāļ­āļĒāļđāđˆāļĢāļ­āļšāļ•āļąāļ§ āđƒāļŦāđ‰āļŠāļēāļĄāļēāļĢāļ–āļ™āļģāļĄāļēāđƒāļŠāđ‰āļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāđ„āļ”āđ‰āļ­āļĒāđˆāļēāļ‡āđ€āļŦāļĄāļēāļ°āļŠāļĄ āđƒāļ™āļ”āđ‰āļēāļ™āļāļēāļĢāļĻāļķāļāļĐāļē āļ­āļīāļ™āđ€āļ—āļ­āļĢāđŒāđ€āļ™āđ‡āļ•āđ€āļžāļ·āđˆāļ­āļŠāļĢāļĢāļžāļŠāļīāđˆāļ‡āđ€āļ›āđ‡āļ™āđ€āļ„āļĢāļ·āđˆāļ­āļ‡āļĄāļ·āļ­āļ—āļĩāđˆāļˆāļ°āļŠāđˆāļ§āļĒāļ­āļģāļ™āļ§āļĒāļ„āļ§āļēāļĄāļŠāļ°āļ”āļ§āļāđƒāļ™āļāļēāļĢāļˆāļąāļ”āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļāļēāļĢāļŠāļ­āļ™āļ—āļĩāđˆāļ•āļ­āļšāļŠāļ™āļ­āļ‡āļ„āļ§āļēāļĄāđāļ•āļāļ•āđˆāļēāļ‡āļ‚āļ­āļ‡āļœāļđāđ‰āđ€āļĢāļĩāļĒāļ™āđāļ•āđˆāļĨāļ°āļ„āļ™ āđƒāļŦāđ‰āļŠāļēāļĄāļēāļĢāļ–āđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđ„āļ”āđ‰āļ­āļĒāđˆāļēāļ‡āļĄāļĩāļ›āļĢāļ°āļŠāļīāļ—āļ˜āļīāļ āļēāļžāđāļĨāļ°āļ›āļĢāļ°āļŠāļīāļ—āļ˜āļīāļœāļĨ āļœāļđāđ‰āđ€āļĢāļĩāļĒāļ™āļĄāļĩāļŠāđˆāļ§āļ™āļĢāđˆāļ§āļĄāđƒāļ™āļāļēāļĢāđ€āļĢāļĩāļĒāļ™āļĢāļđāđ‰āđ€āļžāļīāđˆāļĄāļĄāļēāļāļ‚āļķāđ‰āļ™ āđ€āļ›āđ‡āļ™āļāļēāļĢāđ€āļŠāļĢāļīāļĄāļŠāļĢāđ‰āļēāļ‡āļāļēāļĢāđƒāļŠāđ‰āļ›āļĢāļ°āđ‚āļĒāļŠāļ™āđŒāļˆāļēāļāļ—āļĢāļąāļžāļĒāļēāļāļĢāđāļŦāļĨāđˆāļ‡āļŠāļēāļĢāļŠāļ™āđ€āļ—āļĻāđƒāļŦāđ‰āđ€āļāļīāļ”āļ„āļ§āļēāļĄāļ„āļļāđ‰āļĄāļ„āđˆāļēāļŠāļđāļ‡āļŠāļļāļ” āļ„āļģāļŠāļģāļ„āļąāļ āļ­āļīāļ™āđ€āļ—āļ­āļĢāđŒāđ€āļ™āđ‡āļ•āđ€āļžāļ·āđˆāļ­āļŠāļĢāļĢāļžāļŠāļīāđˆāļ‡ / āļāļēāļĢāļĻāļķāļāļĐāļē / āđ€āļ—āļ„āđ‚āļ™āđ‚āļĨāļĒāļĩāļāļēāļĢāļĻāļķāļāļĐāļēThe concept of the Internet of Things is to take advantage of advances in networking for the Internet and an increase in the amount of data (Big Data) or from things that are around them. It can be used appropriately.  Internet of Things in education is a tool to help facilitate the teaching and learning for the different of characteristic learners and more effectively for students collaborating theirs in learning the Internet of Things. Strengthens the utilization of information resources to achieve higher performance. Keyword Internet of Things / Education / Educational Technology

    AcquaSmart: An Environment Big Data Analytics and Internet of Things to Education and Research

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    Being an interdisciplinary area, Internet of Things presents great challenges to learning. However, it already is and will continue to be part of the daily life and thus requires qualified professionals to advance projects in this area. Apart from acquiring theoretical concepts, students need to put knowledge into practice. This practical learning aims to provide a means of easy assimilation to the student and that can mirror real situations of implementation. This work presents an Internet of Things learning methodology based on the development of environments that enable the student to put theoretical knowledge into practice in a scenario of easy assimilation. It is expected that the student will be able to understand the process of developing Internet of Things projects and the technologies involved in it. The proposed methodology is composed of 5 steps. The student analyzes the development environment, defines the type of implementation to be carried out, develops the hardware, the software and documents of the project. The data architecture together with the methodology allow the student to use and propose various types of development environments, controllers and web applications, being very flexible for learning. The implementation of temperature control was carried out in an aquarium environment. The proposed methodology proved to be efficient for the development of this project, so it can be applied in Internet of Things learning in educational institutions

    Learning IoT Course Using Web Platform Technology

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    The IoT market of Kazakhstan is, to some extent, the heir to technological solutions that have been actively developing in the republic for more than a decade. Improvements in devices allow them to hear, see, think, and sometimes act. Today, with the development of this technology, special courses in this area have begun to be introduced. Thus, the traditional model of university education is changing. The article pre- sents the technology for organizing project-based learning IoT course on the basis of the Faculty of Information Technology. L.N. Gumilyov at the Eurasian National University. Based on the analysis of scientific, methodo-logical and regulatory articles, a structural model for organizing IoT course training through web technologies. In the course of studying the IoT course from various educational platforms, students encountered various problems and found solutions to them. As a result, we have created an educational platform for learning IoT. In the educational platform, the participants learned to apply theoretical knowledge to solve real problems in practice and gained an unforgettable team experience

    IoT and the Future Workforce: Potential Implications

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    Using IoT to improve learning

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    Having identified the dynamics of the classroom as an important factor for improving students' learning, we intend to present Internet of Things (IoT), through the learning platform SOLL: Smart Objects Linked to Learning, as a resource capable of generating favorable conditions to an environment of learning. This because the IoT allows, from sensors, the collection of data in real time in different contexts such as greenhouse, swimming pool or atmosphere, among others. These data generated by the context, for example humidity, temperature or distance, among others, will be analyzed and used by students to carry out theoretical-practical and practical activities, in order to consolidate the Essential Learnings of each discipline involved in the project. This, so that the student finds meaning in what he is learning, without failing to fulfill the essential learnings and the one defined in the student's profile after leaving compulsory education. Therefore, in order to show that the use of IoT can improve learning, an investigation of qualitative methodology was developed, using the SOLL learning platform for interdisciplinary work with 8th graders and their teachers in the disciplines of physics and chemistry, natural sciences, mathematics, geography and information and communication technology, in which the chosen context was the greenhouse, where data on sun moisture, soil and air temperature, soil pH and plant growth were collected to carry out activities. Thus, during the performance of the interdisciplinary activities, data were collected: from the students, a description was chosen, and from the professors, a focused discussion was chosen. The data obtained show that, in general, activities that use IoT, whether theoretical-practical or practical, create an environment conducive to learning, awaken the senses, increase the motivation for meaningful learning and favor curriculum development from the context as a way to overcome curriculum decentralization, leading students to learn more.info:eu-repo/semantics/publishedVersio

    Development of manufacturing engineering program of Bulacan State University using employability tracer study

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    Tracer study is one of the continuous quality improvement tools for curriculum development. The graduates are invited to answer the tracer form to determine their employability. Since the Manufacturing Engineering program in Bulacan State University (BuLSU) is the youngest engineering program, there is minimal data on graduates available, especially on the details of their first jobs, such as the first job related to the program, time taken to land their first job, gross monthly salary, and learning competencies. The demographic profile of the manufacturing engineering graduates from 2015 to 2019 is preserved and remains strictly confidential for the safety of their identification. Correspondingly, the study applied a cross-sectional retrospective survey method. Moreover, 67.41% of manufacturing engineering graduates responded. The employment rate of manufacturing engineering graduates was 93.38%, whereas regular or permanent in their current employment was 84.40%. Furthermore, data show that they are employed within less than a month, 50.97% of responses. Lastly, the primary learning competency that manufacturing engineering graduates consider is critical thinking skills, with a response rate of 86.11%, followed by problem-solving skills, with 81.94% responses, while third was communication skills, with a rate of 78.08%. Ultimately, the recommendations for further curriculum and program improvement are exhibited

    Relation of Individual Time Management Practices and Time Management of Teams

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    Full research paper-Team configuration, work practices, and communication have a considerable impact on the outcomes of student software projects. This study observes 150 college students who first individually solve exercises and then carry out a class project in teams of three. All projects had the same requirements. We analyzed how students' behavior on individual pre-project exercises predict team project outcomes, investigated how students' time management practices affected other team members, and analyzed how students divided their work among peers. Our results indicate that teams consisting of only low-performing students were the most dysfunctional in terms of workload balance, whereas teams with both low-and high-performing students performed almost as well as teams consisting of only high-performing students. This suggests that teams should combine students of varying skill levels rather than allowing teams with only low performers or letting students to form teams without constraints. We also observed that individual students' poor time management practices impair their teammates' time management. This underlines the importance of encouraging good time management practices. Most teams reported that they divided tasks in a way that is beneficial for the acquisition of technical skills rather than collaboration and communication skills. Only a few teams assigned tasks so that students would have worked only on tasks they already knew and thus felt most comfortable to work with.Team configuration, work practices, and communication have a considerable impact on the outcomes of student software projects. This study observes 150 college students who first individually solve exercises and then carry out a class project in teams of three. All projects had the same requirements. We analyzed how students' behavior on individual pre-project exercises predict team project outcomes, investigated how students' time management practices affected other team members, and analyzed how students divided their work among peers. Our results indicate that teams consisting of only low-performing students were the most dysfunctional in terms of workload balance, whereas teams with both low-and high-performing students performed almost as well as teams consisting of only high-performing students. This suggests that teams should combine students of varying skill levels rather than allowing teams with only low performers or letting students to form teams without constraints. We also observed that individual students' poor time management practices impair their teammates' time management. This underlines the importance of encouraging good time management practices. Most teams reported that they divided tasks in a way that is beneficial for the acquisition of technical skills rather than collaboration and communication skills. Only a few teams assigned tasks so that students would have worked only on tasks they already knew and thus felt most comfortable to work with.Peer reviewe

    Internet das coisas na educaçÃĢo. Tecnologia, pedagogia e aprendizagem

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    Our society, driven by technological innovations, has become increasingly digital and interconnected, making operating tasks easier and faster. The Internet of Things is based (IoT) on a set of technologies that allows intelligent devices, such as sensors, to connect objects to the Internet and collect data that will be stored for later analysis and control. According to the Hype Cycle, it is one of the emerging technologies that we recognize in it an added value for all sectors of society, Education included. In this context, school should take advantage of the possibilities offered by this technology, since it makes the classroom an "open space" where physical limitations are not relevant to the interpretation of the surrounding environment. It supports an active Case-Based Learning (CBL) by exploring issues that meet the interests and context of students and their community. For this, the object under study will be monitored and students will act on it, after analyzing the data, and control the variables, in real time and with constant updating. Thus, this article aims to do a scooping review of literature of data obtained from three databases: B-ON, IEEE Xplore and Google Scholar, between 2014 and 2018. The data obtained will be object of content analysis, in order to investigate the added value of the IoT in Education, especially in what concerns CBL methodology, and to investigate the technology associated with it.A nossa sociedade, impulsionada pelas inovaçÃĩes tecnolÃģgicas, ÃĐ cada vez mais digital e interligada, tornando as tarefas operacionais mais fÃĄceis e rÃĄpidas. A Internet das Coisas (IoT) ÃĐ baseada num conjunto de tecnologias que permitem que dispositivos inteligentes, como sensores, liguem objetos à Internet e recolham dados que serÃĢo armazenados para posterior anÃĄlise e controle. Segundo o Hype Cycle, esta ÃĐ uma das tecnologias emergentes em que reconhecemos valor acrescentado para todos os setores da sociedade, incluindo a EducaçÃĢo. Neste contexto, a escola deve aproveitar as possibilidades oferecidas por esta tecnologia, uma vez que faz da sala de aula um “espaço aberto”, onde as limitaçÃĩes físicas nÃĢo sÃĢo relevantes para a interpretaçÃĢo do ambiente envolvente. Apoia uma aprendizagem ativa baseada em casos (Case-Based Learning, CBL), explorando questÃĩes que vÃĢo ao encontro dos interesses e do contexto dos alunos e da sua comunidade. Para isso, o objeto em estudo serÃĄ monitorizado e, apÃģs anÃĄlise dos dados, os alunos atuarÃĢo sobre ele e controlarÃĢo as variÃĄveis, em tempo real e com atualizaçÃĢo constante. Este artigo tem como objetivo realizar uma revisÃĢo bibliogrÃĄfica de dados obtidos de trÊs bases de dados: B-ON, IEEE Xplore e Google Scholar, entre 2014 e 2018, anos em que a IoT estÃĄ no pico inflacionado do Gartner. Os dados obtidos serÃĢo sujeitos a anÃĄlise de conteÚdo, de forma a investigar o valor acrescentado da IoT na EducaçÃĢo, especialmente no que diz respeito à metodologia Case-Based Learning (CBL), bem como a tecnologia a ela associada
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